On Mon, Nov 14, 2016 at 6:50 PM, Jay McCarthy <jay.mccar...@gmail.com> wrote:
> I could be wrong, but I don't think that there's an obvious > anti-aliasing algorithm that fits mode-lambda's use cases. I would > recommend rendering at a high buffer size and then down sampling. I > attached a version of your program that does this. > I think this would work for me, but with your changes I still get the same output. I got half of what I'm looking for by changing GL_TEXTURE_MAG_FILTER to GL_LINEAR, which worked for sprites with a scale >= 1.0. I don't understand why changing GL_TEXTURE_MIN_FILTER doesn't make any difference. Maybe I'm going against the mode-lambda grain too much here, but I'm really enjoying all the work you did with shaders and sprite organization. Thank you! Do you think I should continue with mode-lambda or try something else? Any advice? Thanks, Dave -- You received this message because you are subscribed to the Google Groups "Racket Users" group. To unsubscribe from this group and stop receiving emails from it, send an email to racket-users+unsubscr...@googlegroups.com. For more options, visit https://groups.google.com/d/optout.